// shader.frag
#version 330 core

uniform vec3      iResolution;
uniform float     iTime;
uniform float     iTimeDelta;
uniform int       iFrame;

in vec2 fragCoord;
out vec4 fragColor;

void main() {
    vec2 uv = fragCoord;
    vec3 col = vec3(1.0,1.0,1.0);

    if(uv.x<0.2) col*=0.0;
    if(uv.x>0.8) col*=0.0;
    if(uv.y<0.2) col*=0.0;
    if(uv.y>0.8) col*=0.0;
    
    fragColor = vec4(col,1.0);
}

